theory of fun

  • Teaching to Fish: Sweden Game Conference

    Slide15I had a great time in Sweden, despite the fact that there did not seem to be a canonical way to pronounce the city was in (Skรƒยถvde — sort of hghuheffdduh-ish, but depending where I was in the country, it was also hgheffduh, hghuffda, and a few others).

    The talk I gave, put together after some rather late nights with boardgames and beer (well, hard cider in my case), was called “Teaching to Fish.” It had to work as a joint keynote for both the Sweden Game Conference, which was a typical industry conference, and the smaller VS-Games conference for serious games academics.

    I ended up doing a bit on game grammar, but focusing more on the fact that given the breadth of the field, it is important that practitioners know what sort of thing they are making, and use the right tools for the job. And that they take their field seriously, study the relevant literature from both games and the countless other disciplines that interact with and impinge upon games.

    A lot of the audience was students; I was told afterwards multiple times over that I might have scared half of them right out of the course of study. I was asked two questions at the end, and one of them was “so, since learning all that is impossible, what then?” more or less, to which I answered “it’s not impossible, I did it.” That was followed by a question from Rami Ismail basically designed to force me to prove it, asking me to list of some relevant books; so I gave title and author recommendations for each of the fields in the slides — more like twenty than the requested five. ๐Ÿ™‚

    Besides Rami, I also got see old friend Lee Sheldon and Mike Sellers, and make many new ones. I learned a lot about the Nordic LARP scene, which is utterly fascinating. Tommy Palm (formerly King, now doing VR) and Ben Cousins and David Goldfarb (now at new studio The Outsiders) were kind enough to host me for meals on the last day as I attempted to sightsee Stockholm on foot. Twelve miles, one blister, and I had managed to walk most of the core of the city in the rain, visiting museums, tourist traps, and sites from The Girl with the Dragon Tattoo.

    Slides for the talk are here. It was filmed, and I imagine that at some point I may get a link to that to share it with you. For now, you will have to make do with a parable about fish with a couple of bad puns. Well, one REALLY bad pun, a few middling ones, and one fairly decent one.

  • Games affecting people

    This comes up, especially in relation to questions about free speech. It comes up, in terms of working with compulsion loops some might term addictive. It comes, in terms of whether or not game designers worry about what they do.

    The most common answer is โ€œno,โ€ likely because itโ€™s an uncomfortable question people would rather not think about, or one that positions games as somehow an implicitly risky medium and vulnerable to censorship, or because of a disclaimer of responsibility embodied in the notion that weโ€™re just providing entertainment and anything past that is the playerโ€™s problem. Sometimes there’s an implicit idea that mere entertainment cannot have any effect.

    So do designers worry?

    Yes. I have, personally.

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  • Guardian picks Six Gaming Books

    At #2:

    Penned by veteran games designer Raph Koster, A Theory of Fun was written 10 years ago, a long time considering the rapid pace of advance for its subject matter. And yet the book remains a key games design text that is still in print and highly relevant. While it was conceived to help games designers, it will be fascinating and informative for anybody involved in any field of design, or those curious about, well, harnessing the power of fun …

    — Six of the best gaming books | Life and style | The Observer

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  • Touring the print edition of Theory of Fun

    The print edition is out! Yay! Hopefully I get author’s copies tomorrow.

    In celebration, I thought I’d share some images of what it looks like now. I really couldn’t be happier with how it turned out. All glossy and hefty, it feels very substantial and classy. And I have trouble going back to look at the black and white now, having grown used to color everywhere. Read on for some before-and-afters on the imagery, some looks at the text additions, and how I tackled the issue of revising away some of the sexism in the cartoons!

    IMG_2581

    The first thing, of course, is the layout. Yes, it’s in a portrait layout now, instead of the horizontal format. Not only will it fit better on shelves, but it also means that the book shouldn’t fall out of stock as much, because we selected this layout because we canย  use Print On Demand to constantly keep hard copies available. Before, copies had to be manually ordered.

    Ironically, the actual size of the book is almost exactly the same. The new edition is actually just slightly larger.

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  • Theory of Fun reviews and press

    printpictureThere have been a couple of pieces of coverage of the new edition of Theory of Fun.

    The first real review of the updated edition is here, in Finnish: Katsauksessa A Theory of Fun for Game Design. (You can read a Google Translated version: page one, page two). They kindly sent me a a translation of the final paragraph:

    Even though A Theory of Fun for Game Design goes deep into the underlining mechanics of the gameplay and opens up the question of what makes a great game tick, it is written in a way that makes the book comprehensible and easy to read. There’s also a great reference section for further study on the subject, but even without this added value, A Theory of Fun for Game Design is easy to recommend to anyone interested to know a bit about games or game design – or why you especially like or dislike a game.

    Wired Game|Life did a preview piece on the book that was pretty widely reprinted.

    Another, funnier change: In the original edition of the book, there was a throwaway line about how nobody plays farming games anymore. โ€œThat,โ€ Koster says, has now โ€œturned into a page-long riff about farming games and about how modern farming games teach business rather than farming.โ€

    This piece was also picked up by BoingBoing, which noted

    Hard to believe it’s been ten years since the initial release of Raph Koster’s indispensable A Theory of Fun for Game Design, a book that does for game-design what Understanding Comics did for sequential art.

    There may be more reviews on the way… I should also mention that the ebook edition is in O’Reilly’s CyberMonday sale today, at 50% off (along with all their ebooks).

    The print edition hits this week, and as you can see from the picture, came out very nicely… all glossy and everything. ๐Ÿ™‚